{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00037996","sets":["1164:3206:3212:3213"]},"path":["3213"],"owner":"1","recid":"37996","title":["格闘ゲームキャラクタの模倣学習"],"pubdate":{"attribute_name":"公開日","attribute_value":"2007-11-13"},"_buckets":{"deposit":"c373e0f8-505a-4b28-a375-d2b411e164b6"},"_deposit":{"id":"37996","pid":{"type":"depid","value":"37996","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"格闘ゲームキャラクタの模倣学習","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"格闘ゲームキャラクタの模倣学習"},{"subitem_title":"The imitation learning of the fighting game character","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2007-11-13","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大学大学院システム情報工学研究科"},{"subitem_text_value":"筑波大学大学院システム情報工学研究科"},{"subitem_text_value":"筑波大学大学院システム情報工学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"University of Tsukuba, Graduate School of Systems and Information Engineering","subitem_text_language":"en"},{"subitem_text_value":"University of Tsukuba, Graduate School of Systems and Information Engineering","subitem_text_language":"en"},{"subitem_text_value":"University of Tsukuba, Graduate School of Systems and Information Engineering","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/37996/files/IPSJ-CG07129015.pdf"},"date":[{"dateType":"Available","dateValue":"2009-11-13"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG07129015.pdf","filesize":[{"value":"851.5 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"cbaf702f-11c5-42ee-a0ce-0f8c7cfdb187","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2007 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"服部, 裕介"},{"creatorName":"田中, 彰人"},{"creatorName":"星野, 准一"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yusuke, HATTORI","creatorNameLang":"en"},{"creatorName":"Akihito, TANAKA","creatorNameLang":"en"},{"creatorName":"Junichi, HOSHINO","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"格闘ゲームのような対戦型のアクションゲームにおいて,コンピュータが操作するキャラクタ(以下COM)の行動は変化に乏しく,プレイヤは繰り返しプレイすることによって COM の行動パターンを憶えてしまい,ゲームに飽きてしまうという問題がある.そこで,本稿ではプレイヤを模倣学習する手法を用いて,COM の行動パターンを拡張する手法を提案する.本手法では,プレイログを記録し,対戦相手であるプレイヤの行動パターンを分析し,そのプレイヤの行動パターンの一部を模倣することでCOMの行動パターンを拡張する.本手法を用いることで,試合ごとに行動パターンを拡張し,成長していけるCOMを生成することが可能となる.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In action game, the computer’s behavior lacks diversity and human players are able to learn how the computer behaves by playing the same game over and over again. As a result, human players eventually grow tired of the game. Therefore, this paper proposes technique to expand the behavior pattern of COM. To this end, we use imitation learning. In this technique, play log is recorded. And COM expands the behavior pattern by imitating a part of player’s behavior pattern. In the result, COM is able to expand the behavior pattern every match and grow up.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"90","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告グラフィクスとCAD(CG)"}],"bibliographicPageStart":"85","bibliographicIssueDates":{"bibliographicIssueDate":"2007-11-13","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"111(2007-CG-129)","bibliographicVolumeNumber":"2007"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"id":37996,"updated":"2025-01-22T13:33:52.115718+00:00","links":{},"created":"2025-01-18T23:05:42.329593+00:00"}